forum

DJ Swan - Beautiful Angel

posted
Total Posts
57
Topic Starter
rs_fadeaway
This beatmap was submitted using in-game submission on 27 октября 2017 г. at 22:36:48

Artist: DJ Swan
Title: Beautiful Angel
Source: beatmania IIDX 15 DJ TROOPERS(CS)
Tags: drum'n'bass dnb KaniNayuta Heatherfield Gordon123
BPM: 172
Filesize: 10151kb
Play Time: 01:54
Difficulties Available:
  1. Easy (1,65 stars, 122 notes)
  2. Extra (5,46 stars, 645 notes)
  3. Hard (3,19 stars, 335 notes)
  4. Heatherfield's Another (4,88 stars, 506 notes)
  5. Insane (4,69 stars, 476 notes)
  6. Kani's Hyper (4,17 stars, 413 notes)
  7. Normal (2,21 stars, 191 notes)
Download: DJ Swan - Beautiful Angel
Information: Scores/Beatmap Listing
---------------
IIDX初识曲 dream back to 2010
Hyper - kaninayuta
Insane - me
Another - Heatherfield
Ex - me
SB - Gordon123
ready to fall
m7d07
The endings of Hard and Another charts need tweaking, I think.
I'd say the Normal diff, which has double 1/3s instead of 1/2s, is acoustically the best for this song - IIDX had it that way too.
cf. http://textage.cc/score/17/btyangel.html?2AA00, 82nd and 83rd bars.
I know it's for difficulty's sake, but it feels just weird to have 1/2s towards the very end, where the drum machine is fading out.

By the way, if you wanted Taiko/Mania charts for this map, I'd be more than happy to contribute.
Topic Starter
rs_fadeaway

m7d07 wrote:

The endings of Hard and Another charts need tweaking, I think.
I'd say the Normal diff, which has double 1/3s instead of 1/2s, is acoustically the best for this song - IIDX had it that way too.
cf. http://textage.cc/score/17/btyangel.html?2AA00, 82nd and 83rd bars.
I know it's for difficulty's sake, but it feels just weird to have 1/2s towards the very end, where the drum machine is fading out.

By the way, if you wanted Taiko/Mania charts for this map, I'd be more than happy to contribute.
hi, thank you for your suggest.
before i made the endings, i also watched how it goes in IIDX, but it still hard to choose map 1/3 or 1/2 (osu can only show one track at the same time)
Since the map is just begining, i will consider it and sure we could find out the best way to solve)
Im interesting in the mania chart,but this probably go for rank,so we need full mania set or u'd better creat a own set by urself :)
m7d07

rs_fadeaway wrote:

m7d07 wrote:

The endings of Hard and Another charts need tweaking, I think.
I'd say the Normal diff, which has double 1/3s instead of 1/2s, is acoustically the best for this song - IIDX had it that way too.
cf. http://textage.cc/score/17/btyangel.html?2AA00, 82nd and 83rd bars.
I know it's for difficulty's sake, but it feels just weird to have 1/2s towards the very end, where the drum machine is fading out.

By the way, if you wanted Taiko/Mania charts for this map, I'd be more than happy to contribute.
hi, thank you for your suggest.
before i made the endings, i also watched how it goes in IIDX, but it still hard to choose map 1/3 or 1/2 (osu can only show one track at the same time)
Since the map is just begining, i will consider it and sure we could find out the best way to solve)
Im interesting in the mania chart,but this probably go for rank,so we need full mania set or u'd better creat a own set by urself :)
I see, so how many mania diffs are usually needed to get the ball rolling? Will 2 key counts with 3 diffs in each do?
Left
[General]
Widescreen and Letterbox off in all diffs pls

[Easy]
00:38:920 (4,1) - blanket
00:57:059 (1) - maybe this NC isn't necessary? if necessary, i think 00:58:106 (2) - also NC is better
01:11:013 (3,4) - I hope blanket but at least make it balanced? i mean move to right a bit
01:12:757 (5) - 01:32:292 (5) - 01:35:083 (9) - forgot NC
01:18:338 (1,2) - DS 1.65
01:27:059 (2,3) - DS 1.49
01:36:478 (1) - NC off
01:37:873 (1) - NC
01:54:617 (1) - why no spinner..?

[Normal]
NC is quite irregular. somewhere per 1 downbeat, somwhere 2 downbeat, and somewhere not both. if no reason, NC per 2 downbeat pls, since hard using NC like that.

00:19:035 (3) - unsnap
00:25:838 (2,2) - if it's not your pattern, can improve this overlap..?
00:57:059 (2,3,4) - 4 is closer to slider's tail than 3. there's 3/2 time gap so not a big problem, but improving for readability of nubs would be better i think
00:58:803 - easy has slidertail here, but nothing in normal. add note here pls
01:36:478 - this sound is quite strong, catch if u can
01:42:059 (1) - end this one in white tick, cuz that sound is stronger
01:43:629 (1,2,3,4) - i think this sound is 1/3 rhythm, check once more with 25% speed
01:54:617 (1) - can use sound fadeout?

[Hard]
00:37:350 (1) - NC off
00:36:129 (8,2) - intentionally unstacked?
01:09:269 (6) - sound is strong, I think can catch it from Hard diff.

[Hyper]
00:16:594 (8,1) - oh too close, can improve like this kind? https://osu.ppy.sh/ss/7313899
00:29:327 - can put circle here like 00:23:745 (7) - ? sound here i thnk
00:32:292 (6) - NC
00:35:519 (6,7) - I cant know reason why you separated stream here, I think 00:35:780 (9) - is more suitable according to sound? like extra
01:04:036 (9) - stack
01:14:501 (2,2) - stack
01:15:548 (1,2,3,4,5,6,7) - https://osu.ppy.sh/ss/7313942 can make polished pattern like this? (if you hate monstrata pass this)
01:39:617 (3) - actually strong beat and melody is high, but why DS is super low 01:39:443 (2,3) - here?
01:53:222 (1,2,3,4,5,6,7) - considering hard used, 1/4 rhythm, can reconsider this 1/3 pattern.
01:54:617 (7) - where's spinner

[Extra]
00:12:757 (1,1) - would be nice pattern if you can stack these
00:25:838 (3) - i understand 00:25:315 (1) - why this one is 1.5, but I think there's no reason to make this one to 1.5 too.
00:20:605 (7) - 00:26:187 (5) - clap off?
01:19:385 (5,1) - stack
01:37:699 (4,5,1) - really tense, I think u can give more DS
01:37:873 (1) - can use finish here since song gives strange symbol sound
01:54:617 - where's spinner

your Extra became better i think. i saw some creative patterns


Good luck!
kanor
[Genal]
这两个音效没有用到,建议删掉 drum-hitclap2.wav normal-hitclap2.wav
diff的结束时间不统一:
01:54:617 - Beginner
01:58:803 - Normal
01:54:617 - Hard
01:54:617 - Hyper
01:54:791 - Extra
所有diff的combo color无法识别
hard(3.2)到Hyper(4.7)的spread有点太大了,我个人还是推荐再补一个diff,4.0-4.2左右
[Biginner]
01:11:013 (3,4) - 没包好
[Normal]
00:19:035 (3) - unsnap
NC的问题有点大,最好重新下一遍
[Hard]
挺稳的,就是NC还是最好再改改,一小节一NC感觉更舒服
00:12:407 (6) - unsnap
00:41:536 (8) - 没叠好
01:35:083 (1) - 这里的lap挺丑的,ctrl+J一下吧
[Hyper]
开头的折返跳太难了,后面的kiai大部分都达不到这样的难度,还是改善良点吧,不然难度脱节了
连续两个clap感觉不怎么合曲,24clap感觉可以了,再要玩花样还是在whistle里玩吧
00:41:711 (8) - 老老实实ctrl+G吧,flow还是舒服点
01:41:187 - 漏音了
00:45:199 (2,3) - 重音在00:45:373 - ,用滑条尾曲跟反馈会变差,建议2的滑条头改单点,滑条尾改成1/1滑条,正好也把3跟了
00:58:019 - 这里漏音了应该
01:04:036 (9,10) - 虽然这里没说必须要叠起来,但是看01:00:374 (5,6,9,10) - 你都完全stack了,这里不stack看起来不好看
01:09:269 (1,2,5,2) - 这三个最好还是叠一下吧,强迫症看得要死了.....
01:39:269 (1,2,3,4,5,6,7,8) - 这一串跳有点丑.....尤其是01:39:269 (1,5,7) - 这三个被微妙的lap了
主难度摸不动,GL啦
Mafumafu
看了一下我是觉得Hard Hyper gap很大
Hard基本按DS走的 Hyper跳得很厉害,简直就是Insane了
Lily Bread
as request

[Hyper]
00:23:048 (2,3,4,5,6) - 用和之前一样的三连结构可能会好一点,这一部分你好像都是用三连的...从 - 00:25:315 - 开始,音乐进入下一部分了再考虑用5连会好一点

[Extra]
00:23:396 (7) - 歪了

00:45:461 (5) - 有点让人迷惑

00:47:640 (1,2) - 间距有点太大

00:50:431 (1,2) - 可能也有点太大

01:27:582 (7) - 因为stack的原因有点歪,是ex的话可以果断把SL改成0.5,这样就更难而且更好看一点
http://puu.sh/u2H1A/6fec5a07cc.png

01:39:617 (3,4,5,6) - 间距突然小了,456整体ctrl+g?

gl
Topic Starter
rs_fadeaway

Left wrote:

[General]
Widescreen and Letterbox off in all diffs pls alright

[Easy]
00:38:920 (4,1) - blanket fixed
00:57:059 (1) - maybe this NC isn't necessary? if necessary, i think 00:58:106 (2) - also NC is better sure,its not
01:11:013 (3,4) - I hope blanket but at least make it balanced? i mean move to right a bit done
01:12:757 (5) - 01:32:292 (5) - 01:35:083 (9) - forgot NC
01:18:338 (1,2) - DS 1.65
01:27:059 (2,3) - DS 1.49
01:36:478 (1) - NC off
01:37:873 (1) - NC ^ done
01:54:617 (1) - why no spinner..?

[Normal]
NC is quite irregular. somewhere per 1 downbeat, somwhere 2 downbeat, and somewhere not both. if no reason, NC per 2 downbeat pls, since hard using NC like that.

00:19:035 (3) - unsnap
00:25:838 (2,2) - if it's not your pattern, can improve this overlap..? sure, fixed
00:57:059 (2,3,4) - 4 is closer to slider's tail than 3. there's 3/2 time gap so not a big problem, but improving for readability of nubs would be better i think yep, i didnt consider this,changed pattern
00:58:803 - easy has slidertail here, but nothing in normal. add note here pls added
01:36:478 - this sound is quite strong, catch if u can +
01:42:059 (1) - end this one in white tick, cuz that sound is strongermb we should just keep it, coz the coming rhythm in this way too
01:43:629 (1,2,3,4) - i think this sound is 1/3 rhythm, check once more with 25% speed hmm here got wrong , but3/8 here
01:54:617 (1) - can use sound fadeout? hitsound will in further work

[Hard]
00:37:350 (1) - NC off
00:36:129 (8,2) - intentionally unstacked? nope,just edited with DS open,but now stack
01:09:269 (6) - sound is strong, I think can catch it from Hard diff. sure

[Hyper]
00:16:594 (8,1) - oh too close, can improve like this kind? https://osu.ppy.sh/ss/7313899
00:29:327 - can put circle here like 00:23:745 (7) - ? sound here i thnk
00:32:292 (6) - NC
00:35:519 (6,7) - I cant know reason why you separated stream here, I think 00:35:780 (9) - is more suitable according to sound? like extra
01:04:036 (9) - stack
01:14:501 (2,2) - stack
01:15:548 (1,2,3,4,5,6,7) - https://osu.ppy.sh/ss/7313942 can make polished pattern like this? (if you hate monstrata pass this)
01:39:617 (3) - actually strong beat and melody is high, but why DS is super low 01:39:443 (2,3) - here?
01:53:222 (1,2,3,4,5,6,7) - considering hard used, 1/4 rhythm, can reconsider this 1/3 pattern.
01:54:617 (7) - where's spinner
since the diffculty gap between hyper and hard is a kinda big, so i may fix a lot, so just remain for further work

[Extra]
00:12:757 (1,1) - would be nice pattern if you can stack these im not sure if its nice pattern, but ok, lets try this
00:25:838 (3) - i understand 00:25:315 (1) - why this one is 1.5, but I think there's no reason to make this one to 1.5 too. hold this for far more suggestions
00:20:605 (7) - 00:26:187 (5) - clap off? ok
01:19:385 (5,1) - stack +
01:37:699 (4,5,1) - really tense, I think u can give more DS ok
01:37:873 (1) - can use finish here since song gives strange symbol sound done
01:54:617 - where's spinner im feel that a long spinner at end is boring, and this slider end with hitsound is more clear and powerful

your Extra became better i think. i saw some creative patterns


Good luck!
Thx for ur helpful mod :)

kanor wrote:

[Genal]
这两个音效没有用到,建议删掉 drum-hitclap2.wav normal-hitclap2.wav ok~
diff的结束时间不统一:
01:54:617 - Beginner
01:58:803 - Normal
01:54:617 - Hard
01:54:617 - Hyper
01:54:791 - Extra 这个稍微放下,我考虑下是转盘结尾还是滑条结尾:)
所有diff的combo color无法识别 呀,根本就没放颜色
hard(3.2)到Hyper(4.7)的spread有点太大了,我个人还是推荐再补一个diff,4.0-4.2左右 后期
[Biginner]
01:11:013 (3,4) - 没包好 改了
[Normal]
00:19:035 (3) - unsnap
NC的问题有点大,最好重新下一遍 嗯 好了
[Hard]
挺稳的,就是NC还是最好再改改,一小节一NC感觉更舒服 好的 我考虑下,我NC从来都是2节无脑下
00:12:407 (6) - unsnap fixed
00:41:536 (8) - 没叠好 厉害了
01:35:083 (1) - 这里的lap挺丑的,ctrl+J一下吧 可以
[Hyper]
开头的折返跳太难了,后面的kiai大部分都达不到这样的难度,还是改善良点吧,不然难度脱节了 那我改简单?太难了么,没啥直观感受
连续两个clap感觉不怎么合曲,24clap感觉可以了,再要玩花样还是在whistle里玩吧
00:41:711 (8) - 老老实实ctrl+G吧,flow还是舒服点
01:41:187 - 漏音了remain
00:45:199 (2,3) - 重音在00:45:373 - ,用滑条尾曲跟反馈会变差,建议2的滑条头改单点,滑条尾改成1/1滑条,正好也把3跟了 看起来不错
00:58:019 - 这里漏音了应该 remain 加了
01:04:036 (9,10) - 虽然这里没说必须要叠起来,但是看01:00:374 (5,6,9,10) - 你都完全stack了,这里不stack看起来不好看 随手习惯了
01:09:269 (1,2,5,2) - 这三个最好还是叠一下吧,强迫症看得要死了.....
01:39:269 (1,2,3,4,5,6,7,8) - 这一串跳有点丑.....尤其是01:39:269 (1,5,7) - 这三个被微妙的lap了 这么一看好像有点
主难度摸不动,GL啦
thx for modding :)

Lily Bread wrote:

as request

[Hyper]
00:23:048 (2,3,4,5,6) - 用和之前一样的三连结构可能会好一点,这一部分你好像都是用三连的...从 - 00:25:315 - 开始,音乐进入下一部分了再考虑用5连会好一点

[Extra]
00:23:396 (7) - 歪了

00:45:461 (5) - 有点让人迷惑 再考虑下

00:47:640 (1,2) - 间距有点太大 还好啦

00:50:431 (1,2) - 可能也有点太大缩小了点

01:27:582 (7) - 因为stack的原因有点歪,是ex的话可以果断把SL改成0.5,这样就更难而且更好看一点
http://puu.sh/u2H1A/6fec5a07cc.png 好,我试一下

01:39:617 (3,4,5,6) - 间距突然小了,456整体ctrl+g? 音乐上这里是一个拖音的样子,不是很激烈,放个小DS感觉应该没差

gl
谢谢 :)

Regraz wrote:

看了一下我是觉得Hard Hyper gap很大
Hard基本按DS走的 Hyper跳得很厉害,简直就是Insane了
菜鸡控制不住星,很难受
direday
Hello! Hoping for M4M


General
  1. Unused hitsounds:
    drum-hitclap2.wav
    normal-hitclap2.wav
  2. Normal diff is 4s longer than others. Just wanted to point that out since in guidlines it's written:
    Your difficulties should all end at the same spot. Having a fully-mapped Normal/Hard and a half-mapped Easy just looks sloppy/lazy. A full Easy may look boring to you, but not to a player that can't handle the harder difficulties.
    Don't think 4s matters though but making them all consistent is a good thing.
  3. Set combo colors. It's sort of a must nowadays.


Extra
  1. 00:02:989 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - I think your Hyper diff captures the music here better. Notes in music here are grouped by 2, meaning every piano note on white tick is more intense than on the red. In hyper you are grouping them by 4, which fits nicely but here you have random/no grouping at all. The direction of spinning motion changes on 4th note, then doesn't chage for a while. Also 3rd note has much sharper angle. Changing that direction is very noticable for the player and should generally be supported by music. I suggest changing it on every 4th note, or on every 8th. For example. This way notes will be grouped by 4 and the groups will be divided by the direction of the rotation.
  2. 00:07:175 (1,2,3,4,5,6,7,8) - Those are very intense, compared to previous ones. Why not make them more spaced instead of stacking like this? For example.
  3. 00:08:745 (2,3,4,5,6,7) - if you have triplets here, why don't you have them 00:10:315 (3,4,5,6) - here? Those sound basicaly the same
  4. 00:18:861 (4,1,2,3) - if you listen closely there should be something like this because 00:20:257 (3,4,5,6,7) - in music is exactly the same. And here 00:21:652 (4,1,2) - etc. Undermapping is fine but you have to create some sort of pattern that will repeat itself several times (e.g. 2, 4, 8 times). Right now you map piano 00:21:129 (1,2,3,4,1,2,3,4) - here and 00:26:885 (1,2,3,4,5,6,7,8,9,1) - both piano and drums here. This apllies to this whole part, hope you can find them all. If not - feel free to pm me.
  5. 00:30:460 - Imo there should be an object here, since it's part of piano triplet. Sliderend would do nicely.
  6. 01:09:966 (1) - Is this an AWP from CS 1.6? (hitsound) LMAO
  7. I've found no problems with how note placements anymore. Sooooo basicaly - try to implement in 00:18:861 (4,1,2,3) this part what you have done in kiai with your choices of when to place triplets and when 5-notes burst.
  8. 01:43:455 (6) - In my opinion from this point onwards you should map the very strong piano notes and not the soft drums. Also piano here goes half-tempo 1/3 so that makes it unnatural to press 1/4 streams when there is a 1/3 snapping in piano lead. Something like this or even like this seems much more fitting to me. (1) is at 01:43:629 in this screenshot. To make this part in line in terms of difficulty you can give those sliders really big SV. Similary it can be mapped up to the end of the map. Give it a try.


Hyper
  1. 00:06:478 (3) - I think you should stick with 1/2 snapping. This (3)->(4) feels very unnatural, because there are no sound on blue tick, and there is one on the red. I think you've tried to express the long note that starts 00:06:478 but this creates awkward rythm here.
  2. 00:08:571 (1,2,3,4,5,6,7) - clearly, every 1/4 has piano sounds in it and it feels very weird that you have a circle 00:08:833 (2) - here but not here 00:09:181 and 00:09:356 here etc. Perhaps something like this would work. (1) is at 00:08:571 here.
  3. 00:26:536 (1) - I am not sure this sounds is strong enough to skip over everything it covers. Skipping downbeat ( 00:26:710 ) - big white tick is rarely a good idea. Something like this would be more intuitive and more pleasant to play. You can give the slider really big/low SV to make it stand out in order to represent that odd sound.
  4. 00:44:850 (1) - 00:45:896 (5) - 00:46:944 (1) - It's better to end them on 1/2 snapping especially since you are doing exactly that right after.
  5. I'd change it to 2 circles since both sounds are equally very intense.
  6. 01:16:420 (6,7,8) - you should stick here to either sharp angles or change 01:15:548 (1,2,3) - to have dull angles too. Right now those feel very diffent while being the same in music.
  7. 01:23:048 (4) - Thi should be at least ctrl+g and optionally moved a bit for readability. Consecutively 01:23:222 (1,2,3,4,5,6,7,8) - would need a change to fit with new direction of 01:23:048 (4) - .
  8. 01:41:013 (2) - should end at red tick 01:41:187. There is a strong piano there. And you seem to map piano here.
  9. 01:46:245 (1) - Oh, so you noticed 1/3 here youself. I think this should be reflected in Extra diff aswell.


Hard
  1. 00:15:373 (4) - Maybe just get rid of it? There are practicaly no sound on it. 00:20:955 (4) - Oh look, just like here.
  2. 00:54:617 (5,6) 00:55:315 (8,9) - Don't think you should stack those. You haven't done it before and I don't think you should start here. Just make the same sliders there. It breaks the rthm otherwise.
  3. 01:02:292 (3) - Move away from (1) and 01:02:641 (4) - from (2) for better visuals.
  4. 01:09:269 (1) - Again, this is better of as 2 circles.
  5. 01:41:710 (4,5,6) - Those are not in line and it bugs me ^^

I looked through Normal and beginner diffs but couldn't really find anything. Perhaps, beginner can use a bit more polished blankets but that's all.

Good luck with ranking!
Dstorv
M4M from your queue
Funny Suggestion
Make a fountain of kiai (making kiai only on 1 tick) everytime an explosion happen :P
Extra
00:02:989 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - as direday already said, you're grouping here is a bit random, and while you're at it don't forget to change the DS of each jump, because your jump right now, not only random on direction, but also random at spacing. Change it so the DS is consistent, or.. Alternating DS, or...
Descending DS, etc. Just make it consistent

00:08:571 (1,2,3,4,5,6,7,8) - structure here, can be a lot better.
Stack (1) to (8), because the angle it make from the jump are more emphasizing than now.
Make 00:08:745 (2,3,4) - and 00:09:094 (5,6,7) - kinda mirroring, because the placement of it is kinda awkward (with 00:08:571 (1,2,3,4) - being a bigger distance than 00:09:094 (5,6,7,8) - , That way you make a nice structure (of triangle, which I would assume the structure you're looking for?)

00:09:966 (1,2) - and 00:10:315 (3,4) - have different DS, despite being the same sound.
00:25:838 (3,4,5) - You sure about this?, this roughly have almost the same visual spacing as any of your 1/2 jump, I wouldnt be surprised if they thought its 1/2 jump, even tho the slider is obviously copied (which is 3/4 slider)
00:26:536 (1) - What's with the random sv?
00:30:896 (1,2) - You're obviously trying to follow the melody here. Change this to 1/1 slider instead .-.
00:40:838 (1,2,3,1,2,3,4) - why didn't you make this kinda the same as 00:38:047 (1,2,3,1,2,3,4) - ? (Except if you're purposely making every single one of them different, its ok... I think)
00:45:460 - no sound here .-. move 00:45:461 (5) - to 00:45:548 - because I think the beat you're mapping is the triplet sound
00:52:524 (1) - Random NCing
01:08:919 (6,1) - Because of the sv change, If you enable the Distance Snap, it will still show the same Distance, but its actually different by a lot (well 1.5x different to be honest) , thus resulting in a kinda weird distance considering what you want here is the descending DS of each note. Change the DS of this to about 0.06~0.07 or below, if you want to achieve that descending DS

01:21:129 (1,2,3,4) - tbh, this jump kinda flow awkwardly for me because, (1,2) is supposed to make the flow move downward, but then you completely broke the flow (which I dont see any reason to) with (2,3), which probably ok.. changing direction horizontally ok.. fine, but then you're back to downward movement with (3,4). Now if I were I would probably 01:21:478 (3,4) - ctrl + g, which would honestly end up with you changing 01:21:826 (5,6,7,8) - OR 01:21:129 (1,2) - ctrl + g this , which would change the angle you're looking for in 01:20:780 (3,1) - its your choice .-.

01:40:838 (1,1,1,1) - NCing this wouldn't show it is 1/6 (infact, I think it might have shown that its 1/3 or 1/2 instead .-.) , usually 1/6 is shown with a considerably low DS stream
Hyper (Where is Another?)
00:07:176 (5) - NC
00:13:629 (10,1) - someone out there would probably read this as a stream
00:14:327 (2,3,4,5,6,7) - make all of this parallel, especially (7) which is noticeably different than the rest
00:23:920 (1) - This repeat should've been 00:24:094 - here instead
00:38:222 (6) - NC this (Your Extra have this NCed), also NC the rest of it.
01:00:374 (5) - NC and 01:01:071 (8) - NC to indicate the 1/1 , also NC the rest of it
01:13:280 (3,4,5,6) - Check the zig-zaggy movement, and make the DS the same (atleast 01:13:280 (3,4) - and 01:13:803 (5,6) - make it the same)
01:16:420 (6,7,8,1) - I'm questioning your choice of an obtuse (more than 90 degree) angle jump this big, They usually dont play well .-.
01:22:699 (2,4) - Are you serious? This is so hard to read .-.

I think I made some of the point on Extra as well
Hard
imo The empasizing of the sounds here is a bit off for me...
00:14:152 (1,2,3) - I would probably mapped the piano instead of... What are you mapping here? Try this

This happen A Lot , so check those

00:37:001 (2,3) - I'm questioning the stacking of this pattern tbh, (since most of the time you encounter this stacking its usually a 1/2, not 1/1), Try working it a bit here to make sure that its obvious its 1/1
00:56:536 (2,3) - This is different from the rest of the part
01:08:920 (6,1) - This spacing is bigger than the rest of the pattern, even though this have the most quiet sound (atleast make them consistent instead)

tbh, I dont find a lot of error on the Hard diff, good job :)

Unfortunately, I can't mod Easy and Normal (because I sux at those diff), Good Luck with the Map~ :)
X Light
random mod
[Extra]
  1. 01:12:233 (6) - 这里我不太喜欢加clap,因为这个音明显和7不一样,也可以试试5+clap
  2. 01:17:815 (8) - ^
  3. 01:23:920 (1) - 这里放一个note直接接转盘好了啊...
  4. 01:40:141 (7,1,2,3) - 试试这么放?http://puu.sh/unROW/687817ed29.jpg
  5. 最后想兼顾1/3和1/4挺难...我这有个妥协方案觉得还可以http://puu.sh/unSa5/ed75fb889f.jpg
Pata-Mon
123
Topic Starter
rs_fadeaway

direday wrote:

Hello! Hoping for M4M


General
  1. Unused hitsounds:
    drum-hitclap2.wav
    normal-hitclap2.wav
  2. Normal diff is 4s longer than others. Just wanted to point that out since in guidlines it's written:
    Your difficulties should all end at the same spot. Having a fully-mapped Normal/Hard and a half-mapped Easy just looks sloppy/lazy. A full Easy may look boring to you, but not to a player that can't handle the harder difficulties.
    Don't think 4s matters though but making them all consistent is a good thing.
  3. Set combo colors. It's sort of a must nowadays.
    thx, all done now


Extra
  1. 00:02:989 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - I think your Hyper diff captures the music here better. Notes in music here are grouped by 2, meaning every piano note on white tick is more intense than on the red. In hyper you are grouping them by 4, which fits nicely but here you have random/no grouping at all. The direction of spinning motion changes on 4th note, then doesn't chage for a while. Also 3rd note has much sharper angle. Changing that direction is very noticable for the player and should generally be supported by music. I suggest changing it on every 4th note, or on every 8th. For example. This way notes will be grouped by 4 and the groups will be divided by the direction of the rotation. thx for your advice, i will remind this, but now havent think of a nice pattern.
  2. 00:07:175 (1,2,3,4,5,6,7,8) - Those are very intense, compared to previous ones. Why not make them more spaced instead of stacking like this? For example. sry, but these just for visual effect
  3. 00:08:745 (2,3,4,5,6,7) - if you have triplets here, why don't you have them 00:10:315 (3,4,5,6) - here? Those sound basicaly the same ok, you are right
  4. 00:18:861 (4,1,2,3) - if you listen closely there should be something like this because 00:20:257 (3,4,5,6,7) - in music is exactly the same. And here 00:21:652 (4,1,2) - etc. Undermapping is fine but you have to create some sort of pattern that will repeat itself several times (e.g. 2, 4, 8 times). Right now you map piano 00:21:129 (1,2,3,4,1,2,3,4) - here and 00:26:885 (1,2,3,4,5,6,7,8,9,1) - both piano and drums here. This apllies to this whole part, hope you can find them all. If not - feel free to pm me. i know your mean, yep it should be that
  5. 00:30:460 - Imo there should be an object here, since it's part of piano triplet. Sliderend would do nicely. this, no thx
  6. 01:09:966 (1) - Is this an AWP from CS 1.6? (hitsound) LMAO yes, from LKS's hitsound. how it works?
  7. I've found no problems with how note placements anymore. Sooooo basicaly - try to implement in 00:18:861 (4,1,2,3) this part what you have done in kiai with your choices of when to place triplets and when 5-notes burst. i think its ok, and trangle work together well
  8. 01:43:455 (6) - In my opinion from this point onwards you should map the very strong piano notes and not the soft drums. Also piano here goes half-tempo 1/3 so that makes it unnatural to press 1/4 streams when there is a 1/3 snapping in piano lead. Something like this or even like this seems much more fitting to me. (1) is at 01:43:629 in this screenshot. To make this part in line in terms of difficulty you can give those sliders really big SV. Similary it can be mapped up to the end of the map. Give it a try.im hard to say,which way is better. lets wait for far more advices


Hyper
  1. 00:06:478 (3) - I think you should stick with 1/2 snapping. This (3)->(4) feels very unnatural, because there are no sound on blue tick, and there is one on the red. I think you've tried to express the long note that starts 00:06:478 but this creates awkward rythm here. i think its fine
  2. 00:08:571 (1,2,3,4,5,6,7) - clearly, every 1/4 has piano sounds in it and it feels very weird that you have a circle 00:08:833 (2) - here but not here 00:09:181 and 00:09:356 here etc. Perhaps something like this would work. (1) is at 00:08:571 here. this issue wait for far more mod
  3. 00:26:536 (1) - I am not sure this sounds is strong enough to skip over everything it covers. Skipping downbeat ( 00:26:710 ) - big white tick is rarely a good idea. Something like this would be more intuitive and more pleasant to play. You can give the slider really big/low SV to make it stand out in order to represent that odd sound. i fixed some, make it end on red tick
  4. 00:44:850 (1) - 00:45:896 (5) - 00:46:944 (1) - It's better to end them on 1/2 snapping especially since you are doing exactly that right after. its ok, this part kinda diffrents bettween aroud
  5. I'd change it to 2 circles since both sounds are equally very intense. lost time line (
  6. 01:16:420 (6,7,8) - you should stick here to either sharp angles or change 01:15:548 (1,2,3) - to have dull angles too. Right now those feel very diffent while being the same in music. i changed flow and incresed DS here, i think its unique enough?
  7. 01:23:048 (4) - Thi should be at least ctrl+g and optionally moved a bit for readability. Consecutively 01:23:222 (1,2,3,4,5,6,7,8) - would need a change to fit with new direction of 01:23:048 (4) - . i dont rly see any big issue here
  8. 01:41:013 (2) - should end at red tick 01:41:187. There is a strong piano there. And you seem to map piano here.
  9. 01:46:245 (1) - Oh, so you noticed 1/3 here youself. I think this should be reflected in Extra diff aswell.i know the ending has some issue, but wait for far more work.



Hard
  1. 00:15:373 (4) - Maybe just get rid of it? There are practicaly no sound on it. 00:20:955 (4) - Oh look, just like here. deleted
  2. 00:54:617 (5,6) 00:55:315 (8,9) - Don't think you should stack those. You haven't done it before and I don't think you should start here. Just make the same sliders there. It breaks the rthm otherwise. this is i mean to stack here, just make some diffrent in last bar
  3. 01:02:292 (3) - Move away from (1) and 01:02:641 (4) - from (2) for better visuals.its ok
  4. 01:09:269 (1) - Again, this is better of as 2 circles.
  5. 01:41:710 (4,5,6) - Those are not in line and it bugs me ^^
i dont see any bugs here :roll:

I looked through Normal and beginner diffs but couldn't really find anything. Perhaps, beginner can use a bit more polished blankets but that's all. ok, will recheck

Good luck with ranking!
thx for mod, it helps )
Topic Starter
rs_fadeaway

X Light wrote:

random mod
[Extra]
  1. 01:12:233 (6) - 这里我不太喜欢加clap,因为这个音明显和7不一样,也可以试试5+clap 嗯,这是残留音效,原来搞的,感觉不太好就删了。5加clap有点太奇怪了
  2. 01:17:815 (8) - ^ 删了
  3. 01:23:920 (1) - 这里放一个note直接接转盘好了啊... 是不太好看,我再考虑下
  4. 01:40:141 (7,1,2,3) - 试试这么放?http://puu.sh/unROW/687817ed29.jpg 好 改了下
  5. 最后想兼顾1/3和1/4挺难...我这有个妥协方案觉得还可以http://puu.sh/unSa5/ed75fb889f.jpg 你这样感觉还不如全放1/3,有点难搞, 再想想
谢谢送摸啦~
Lanturn
Sorry it's late. Just gonna be a quick one for the easier diffs with a couple notes on the harder ones.

01:09:966 (1) - this finish is kinda loud. Probably lower it another 10-20.

[Beginner]
  1. 00:05:780 (1,2) - Because this whole section is 1/1 spammy, perhaps use a 3/2 reverse slider here? Same with 00:08:571 (1,2) - since it'll add more variety and follow the main instrument of the song.
  2. 00:29:501 (2,3,1) - These don't really flow into each other very well. Perhaps use the (3) to blanket around the (1) or something and maybe flip the 00:29:501 (2) - so it blankets around the previous slider. You can probably think of something.
  3. 00:36:478 (1) - how about sending this slider downwards instead? It'd flow pretty nicely this way.
  4. 00:54:617 (2,3) - These sliders feel a bit too angled, maybe loosen them a little?
[Normal]
  1. 00:02:990 (1,2,3,4,5,6,7,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,7) - The first part, which is more lighter is harder than the second part which is where the beat starts to build up. The first two combos should probably be toned down more to match the buildup since this is more or less doing the opposite. Maybe delete a note like 00:04:210 (4) - or 00:04:908 (6) - from them to do so.
  2. 00:29:501 (3,4,5) - The flow and aesthetics are a bit off here. Mostly because of how the (4) reverse doesn't flow from the end of the (3). Perhaps try sending the (4) off to the right instead of upwards? For example, try stacking the 00:29:501 (3) - where 00:31:420 (2) - is and end the tail off to the right, and then adjust (5) for it:
  3. 01:12:059 (6) - 01:12:408 - has a more dominant sound, and should end here instead. The same applies for most of the sliders afterwards in this section.
  4. 01:34:210 (5) - This whole kiai is a 1/2 fest, and kinda hard for just being a normal. Try to avoid using so many sliders in a row like this and allow for more 1/1 gaps so the player can catch up. Change this to a single circle.
  5. 01:54:617 (1) - This is the only diff with a spinner. I suggest removing this or adding one to the others for consistency.
Hyper:
00:26:536 (1) - Try to avoid placing SV changes in the middle of sliders as they can do some wonky stuff to the converts iirc.
00:32:292 (6) - Missing NC
01:41:187 - a little sad you skipped this note. It's pretty powerful imo.

Expert:
00:06:478 (4) - when 00:06:652 - is more dominant but is skipped over. This is why 3/4 sliders suck most of the time. ;-; To add onto this. The held note starts at 00:06:303 (3) - so if you were going to do a held note, it should start back there.
Topic Starter
rs_fadeaway

Lanturn wrote:

Sorry it's late.
not at all )
i also kinda busy these days, gonna take a little more time to respond all mods.
Topic Starter
rs_fadeaway

sullywally wrote:

M4M from your queue
Funny Suggestion
Make a fountain of kiai (making kiai only on 1 tick) everytime an explosion happen :P not very necessary, but u could tell me the timeline where to put it, im not sure
Extra
00:02:989 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - as direday already said, you're grouping here is a bit random, and while you're at it don't forget to change the DS of each jump, because your jump right now, not only random on direction, but also random at spacing. Change it so the DS is consistent, or.. Alternating DS, or...
Descending DS, etc. Just make it consistent remain

00:08:571 (1,2,3,4,5,6,7,8) - structure here, can be a lot better.
Stack (1) to (8), because the angle it make from the jump are more emphasizing than now.
Make 00:08:745 (2,3,4) - and 00:09:094 (5,6,7) - kinda mirroring, because the placement of it is kinda awkward (with 00:08:571 (1,2,3,4) - being a bigger distance than 00:09:094 (5,6,7,8) - , That way you make a nice structure (of triangle, which I would assume the structure you're looking for?) ok, let me try

00:09:966 (1,2) - and 00:10:315 (3,4) - have different DS, despite being the same sound. it was changed in last mod
00:25:838 (3,4,5) - You sure about this?, this roughly have almost the same visual spacing as any of your 1/2 jump, I wouldnt be surprised if they thought its 1/2 jump, even tho the slider is obviously copied (which is 3/4 slider) i make this ,coz its after 1.5x sv, so i think its fine
00:26:536 (1) - What's with the random sv? notice that SV changing
00:30:896 (1,2) - You're obviously trying to follow the melody here. Change this to 1/1 slider instead .-. no, thx the rhythm is fine now
00:40:838 (1,2,3,1,2,3,4) - why didn't you make this kinda the same as 00:38:047 (1,2,3,1,2,3,4) - ? (Except if you're purposely making every single one of them different, its ok... I think) yep, just for the patterns
00:45:460 - no sound here .-. move 00:45:461 (5) - to 00:45:548 - because I think the beat you're mapping is the triplet sound they are, listen carefully, though is not loudly, but i think the rhythm now is fun
00:52:524 (1) - Random NCing alright
01:08:919 (6,1) - Because of the sv change, If you enable the Distance Snap, it will still show the same Distance, but its actually different by a lot (well 1.5x different to be honest) , thus resulting in a kinda weird distance considering what you want here is the descending DS of each note. Change the DS of this to about 0.06~0.07 or below, if you want to achieve that descending DS sure

01:21:129 (1,2,3,4) - tbh, this jump kinda flow awkwardly for me because, (1,2) is supposed to make the flow move downward, but then you completely broke the flow (which I dont see any reason to) with (2,3), which probably ok.. changing direction horizontally ok.. fine, but then you're back to downward movement with (3,4). Now if I were I would probably 01:21:478 (3,4) - ctrl + g, which would honestly end up with you changing 01:21:826 (5,6,7,8) - OR 01:21:129 (1,2) - ctrl + g this , which would change the angle you're looking for in 01:20:780 (3,1) - its your choice .-. i tried, but after changed 3,4 i find its more annoying than before, so hold this

01:40:838 (1,1,1,1) - NCing this wouldn't show it is 1/6 (infact, I think it might have shown that its 1/3 or 1/2 instead .-.) , usually 1/6 is shown with a considerably low DS stream i dont know, lets see how BN says
Hyper (Where is Another?)
im waiting for gd
00:07:176 (5) - NC done
00:13:629 (10,1) - someone out there would probably read this as a stream hmm, i need think of here
00:14:327 (2,3,4,5,6,7) - make all of this parallel, especially (7) which is noticeably different than the rest i mean to make like this, they are changing little by little
00:23:920 (1) - This repeat should've been 00:24:094 - here instead i think its fine
00:38:222 (6) - NC this (Your Extra have this NCed), also NC the rest of it. ok
01:00:374 (5) - NC and 01:01:071 (8) - NC to indicate the 1/1 , also NC the rest of it ok
01:13:280 (3,4,5,6) - Check the zig-zaggy movement, and make the DS the same (atleast 01:13:280 (3,4) - and 01:13:803 (5,6) - make it the same) i make the 01:13:629 (4,5,6) - same now, coz these 3 in music are a part
01:16:420 (6,7,8,1) - I'm questioning your choice of an obtuse (more than 90 degree) angle jump this big, They usually dont play well .-. fun question, but my map style is kinda old, i dont care this, in old days, this jump were every where
01:22:699 (2,4) - Are you serious? This is so hard to read .-. yes ,you are right ,there is no meaning to make like this

I think I made some of the point on Extra as well
Hard
imo The empasizing of the sounds here is a bit off for me...
00:14:152 (1,2,3) - I would probably mapped the piano instead of... What are you mapping here? Try this

This happen A Lot , so check those i learned this rhythm style from some old map, it could both take care the piano and drum

00:37:001 (2,3) - I'm questioning the stacking of this pattern tbh, (since most of the time you encounter this stacking its usually a 1/2, not 1/1), Try working it a bit here to make sure that its obvious its 1/1 thx ,but i think its fine in hard diff
00:56:536 (2,3) - This is different from the rest of the part this last bar is kinda diffrent than the rest
01:08:920 (6,1) - This spacing is bigger than the rest of the pattern, even though this have the most quiet sound (atleast make them consistent instead) i think its fine, and a new part incoming

tbh, I dont find a lot of error on the Hard diff, good job :)

Unfortunately, I can't mod Easy and Normal (because I sux at those diff), Good Luck with the Map~ :)
thank you so much!
Topic Starter
rs_fadeaway

Lanturn wrote:

Sorry it's late. Just gonna be a quick one for the easier diffs with a couple notes on the harder ones.

01:09:966 (1) - this finish is kinda loud. Probably lower it another 10-20. yep, thx for metion it

[Beginner]
  1. 00:05:780 (1,2) - Because this whole section is 1/1 spammy, perhaps use a 3/2 reverse slider here? Same with 00:08:571 (1,2) - since it'll add more variety and follow the main instrument of the song. seems not better, so remain it
  2. 00:29:501 (2,3,1) - These don't really flow into each other very well. Perhaps use the (3) to blanket around the (1) or something and maybe flip the 00:29:501 (2) - so it blankets around the previous slider. You can probably think of something. done
  3. 00:36:478 (1) - how about sending this slider downwards instead? It'd flow pretty nicely this way. ok , done
  4. 00:54:617 (2,3) - These sliders feel a bit too angled, maybe loosen them a little? done
[Normal]
  1. 00:02:990 (1,2,3,4,5,6,7,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,7) - The first part, which is more lighter is harder than the second part which is where the beat starts to build up. The first two combos should probably be toned down more to match the buildup since this is more or less doing the opposite. Maybe delete a note like 00:04:210 (4) - or 00:04:908 (6) - from them to do so. will check
  2. 00:29:501 (3,4,5) - The flow and aesthetics are a bit off here. Mostly because of how the (4) reverse doesn't flow from the end of the (3). Perhaps try sending the (4) off to the right instead of upwards? For example, try stacking the 00:29:501 (3) - where 00:31:420 (2) - is and end the tail off to the right, and then adjust (5) for it: fix a little,seems fine now
  3. 01:12:059 (6) - 01:12:408 - has a more dominant sound, and should end here instead. The same applies for most of the sliders afterwards in this section. i think its fine here,but lets wait for far more mod
  4. 01:34:210 (5) - This whole kiai is a 1/2 fest, and kinda hard for just being a normal. Try to avoid using so many sliders in a row like this and allow for more 1/1 gaps so the player can catch up. Change this to a single circle. i changed a little in rhythm
  5. 01:54:617 (1) - This is the only diff with a spinner. I suggest removing this or adding one to the others for consistency. done
Hyper:
00:26:536 (1) - Try to avoid placing SV changes in the middle of sliders as they can do some wonky stuff to the converts iirc. done
00:32:292 (6) - Missing NC done
01:41:187 - a little sad you skipped this note. It's pretty powerful imo. now changed XD

Expert:
00:06:478 (4) - when 00:06:652 - is more dominant but is skipped over. This is why 3/4 sliders suck most of the time. ;-; To add onto this. The held note starts at 00:06:303 (3) - so if you were going to do a held note, it should start back there. hmm , let me ask someone else and think of itdone
thx a lot, short but helpful
defiance
helo
General

combo colors would be nice

bg is 1024 x 768, you should make it max rankable size, use http://waifu2x.udp.jp/

the custom hitsounds are not on the lower 2 diffs, i think they could be on all of them

Beginner

honestly this diff is fine, there's 1 or 2 things that are a bit messy but that's b/c of ds

Normal

01:09:269 - so uh you map this part in the beginner diff but not the normal???????????? why?

01:36:478 (4,5) - i would prolly just do a reverse slider here b/c you are missing a very important sound on the white tick

Hard

00:05:780 (1,2) - Nazi; not sure if you wanted to blanket, but if you did it looks reallllly ugly

00:30:373 (4,1) - this breaks the ds of the hard diff. you didn't do this for the other sounds like 00:32:292 (1) - so i would suggest just not doubling ds since you don't use the emphasize the sounds like that all the time

00:46:245 (4) - the clap on here is a bit too quiet

00:56:013 (1) - i would use higher ds like you did on 00:53:222 (1) -

00:57:757 (2) - what is this slider mapped to

01:29:501 (1) - way too much distance for a sound that isn't even very extreme

Kani's Insane

00:16:769 (7) - this is not stacked to 3

00:18:687 (2,3,4) - this looks extremely ugly, i would suggest 0.7 ds on the last 2 notes

00:42:408 (2) - not stacked

00:49:210 (3) - this is still p close to 2 i would move it up just a tinnnnnny bit

00:49:385 (4) - this touches 2, i would move it down

01:00:024 (2) - this is a decently strong beat, increase the distance a bit

01:02:815 (2) - same as above

01:05:606 (2) - same as above

01:36:827 (9,10,11) - you uh completely ignored a stream here

01:42:670 (4,5) - this is not stacked but 01:42:321 (2,3) - is


you need to be a bit more consistent with your stacking, and making it clear what is going to stack, and what will not stack, some of the jumps are stacked on sliders ends, some are barely off.

Hyper

00:06:478 (3,4,1,2) - i'd clean this up a little bit

00:13:280 (6,7,8,9,10,1) - many people will sliderbreak on this pattern, i like it

01:16:420 (6,7,8) - this wide angle is very eh

01:18:513 (2) - i think you should stack this on 3

01:26:710 (1) - are you sure people can react to this note after the spinner

01:27:931 (8) - why are you increasing the distance to this note instead of 01:27:757 (7) - which has a stronger beat, you essentially do this for quite a bit of the kiai

i actually do quite like this diff

Heatherfield's Another

where is the kiai

00:26:710 (1,2,3,4) - i feel like this pattern can be better represented & organized, distance from 3-4 is too much considering the sound is the same

01:23:920 (17) - nc?

01:43:629 - 01:51:652 - you just keep mapping the melody instead of the piano and i think that makes the map pretty bland considering how cool the map was before, i strongly suggest mapping the piano

nice cs 5 tho

Extra

00:26:100 (4,5) - slow down there with the distance, and the angle is quite awkward

hey this diff is pretty good too

good luck!
Topic Starter
rs_fadeaway
helo, thx for ur mod !!
reply

osuskrub wrote:

helo
General

combo colors would be nice

bg is 1024 x 768, you should make it max rankable size, use http://waifu2x.udp.jp/ i dont find the new rules, if u see the reply, pls tell me the new max rankable size

the custom hitsounds are not on the lower 2 diffs, i think they could be on all of them sure

Beginner

honestly this diff is fine, there's 1 or 2 things that are a bit messy but that's b/c of ds thx, but u could just point out them, will try to fix

Normal

01:09:269 - so uh you map this part in the beginner diff but not the normal???????????? why? yep, you are right!

01:36:478 (4,5) - i would prolly just do a reverse slider here b/c you are missing a very important sound on the white tick mark,will think of it

Hard

00:05:780 (1,2) - Nazi; not sure if you wanted to blanket, but if you did it looks reallllly ugly fixed, not a complete blanket, but i tried ;-;

00:30:373 (4,1) - this breaks the ds of the hard diff. you didn't do this for the other sounds like 00:32:292 (1) - so i would suggest just not doubling ds since you don't use the emphasize the sounds like that all the time the 2 places u have pointed out acutally not same, first one is changing to another new part,but the second is just 2 little bar in the same part(i dont know how to explain it, but anyway first one is more different)

00:46:245 (4) - the clap on here is a bit too quiet hmm, hitsound kinda weird here

00:56:013 (1) - i would use higher ds like you did on 00:53:222 (1) - wtf, its a mistake, i blanced them now :D

00:57:757 (2) - what is this slider mapped to drum

01:29:501 (1) - way too much distance for a sound that isn't even very extreme kinda too much, fixed

Kani's Insane too late, continue 3.3

00:16:769 (7) - this is not stacked to 3

00:18:687 (2,3,4) - this looks extremely ugly, i would suggest 0.7 ds on the last 2 notes

00:42:408 (2) - not stacked

00:49:210 (3) - this is still p close to 2 i would move it up just a tinnnnnny bit

00:49:385 (4) - this touches 2, i would move it down

01:00:024 (2) - this is a decently strong beat, increase the distance a bit

01:02:815 (2) - same as above

01:05:606 (2) - same as above

01:36:827 (9,10,11) - you uh completely ignored a stream here

01:42:670 (4,5) - this is not stacked but 01:42:321 (2,3) - is


you need to be a bit more consistent with your stacking, and making it clear what is going to stack, and what will not stack, some of the jumps are stacked on sliders ends, some are barely off.

Hyper

00:06:478 (3,4,1,2) - i'd clean this up a little bit

00:13:280 (6,7,8,9,10,1) - many people will sliderbreak on this pattern, i like it

01:16:420 (6,7,8) - this wide angle is very eh

01:18:513 (2) - i think you should stack this on 3

01:26:710 (1) - are you sure people can react to this note after the spinner

01:27:931 (8) - why are you increasing the distance to this note instead of 01:27:757 (7) - which has a stronger beat, you essentially do this for quite a bit of the kiai

i actually do quite like this diff

Heatherfield's Another

where is the kiai

00:26:710 (1,2,3,4) - i feel like this pattern can be better represented & organized, distance from 3-4 is too much considering the sound is the same

01:23:920 (17) - nc?

01:43:629 - 01:51:652 - you just keep mapping the melody instead of the piano and i think that makes the map pretty bland considering how cool the map was before, i strongly suggest mapping the piano

nice cs 5 tho

Extra

00:26:100 (4,5) - slow down there with the distance, and the angle is quite awkward

hey this diff is pretty good too

good luck!
[/quote]
defiance
I kind of worded it badly. The bg you have rn isn't currently unrankable. The max size you can put is 1920x1200 on a map which i what i suggested you put it to.
show more
Please sign in to reply.

New reply